I didn't want to clog up the TZ Owner's Thread, so why not start a new one to address some fun I'm having with TZ. I know I'm not the only person who has experienced issues with TZ, and I've seen some posts on this forum and via some Google searches related to some issues. I'm hoping to receive some help and suggestions, and also have it documented for future searches can find the info that could help them.
I purchased TZ about a month ago, and I'll say that I am starting to learn more about the build of TZ than the gameplay.
Upon purchasing, I knew that the Upper Right Flipper flasher was 'stuck on', and the Slot Kickout recently stopped ejecting. I fixed the Slot Kickout by replacing it with the "Slot Scoop kicker kit" from Marco's for $40. I'll go more into the U.R. Flipper flasher below.
So after becoming more familiar, and in figuring out what lamps, flashers, switches, and coils are supposed to fire, and spending some time in the Test Menu, I've noticed that I have some things to figure out. I'm hoping to get some feedback and help for diagnosing and remediating some issues I'm experiencing.
Issues I'm experiencing:
• Upper Right Flipper Flasher (37) ‘locked on’
When I purchased this pin, I knew that this issue was being experienced by the seller, and he never got around to resolving the issue, but simply removed the incandescent 906 bulb from underneath the plastic covering it. After doing some research, I tested the transistors on the ‘8-Driver PCB” board (A-16100) using a digital multi-meter. I found that transistor Q8 tested bad. I replaced Q8 with a new 2N4403, and decided to replace transistor Q16 down the line with a new TIP-102 type transistor. I checked the fuses, reseated the ribbon cable and other cable connectors to the board.
After replacing the two transistors, I installed a #906 LED bulb into the socket, and all appeared to be working again! Then I played maybe 20 games, the flasher would stay on, then function, and now will no longer come on at all. No flashing/blinking, no solid on….just ‘off’.
I’m wondering the next step. Do I replace the entire A-16100 board? Are there other cable connections to check?
• Upper Right Ramp Flasher (41) ‘locked on’
While running through the Flasher Tests, after checking #37, the next in line was #41, so why not test it. I noticed it was a little dark as of late in the upper right corner of the PF during gameplay, but figured I was just having a subpar game. Running the flasher test, this specific flasher would no longer light, which was weird as it had always passed in past tests.
I removed the red flash lamp dome, and thought I’d try reseating the LED bulb. Upon removing the bulb, the LED lamp section came apart from the housing in the socket, and after removing the socket, it looks like the bulb section separated because it melted apart! For a quick test, I inserted a new 906 LED into the flasher, turned on the game, and the flasher immediately became ‘locked on’. No bueno. I turned off the game, lifted the PF, and tried reconnecting cable connections and looking at solder connections inline. After another attempt of turning the game back on, the flasher was still locked on. So I removed the LED bulb and when removing, I noticed how hot it was to the touch.
ANOTHER locked on flasher bulb! This makes me wonder if replacing the entire A-16100 board would be more efficient and a better idea than simply replacing a few transistors. Which then leads me to believe there may be a bigger problem that I’m just not knowledgeable enough to recognize. What’s causing these flashers to turn on and stay locked?
• Left Ramp Switch (54) will not ‘close’
This issue appeared about the same time as when the Upper Right Ramp Flasher (41) appeared ‘locked on’, and I know it was working until then. Interesting to me, as they are located in approximately the same area. Coincidence?
Turning on the game, I receive the heavenly error “Ding Ding” Test Report display, which reads “Check Switch 54 Left Ramp”. Navigating the Test Menu to the Single Switch mode, I test switch 54 (WHT-YEL GRN-BLK), located in the back right corner of the PF on the Left Ramp, and when manually/physically closing the switch, the test remains ‘open’ and will not ‘close’ when activated by ball or finger.
I looked at the solder points where the wires connect to the switch, appear connected. I lifter the PF and reconnected the molex connectors and did a visual check on the wires, seemed okay. I did not see any blown fuse.
Where/what else to investigate? Do I need to replace the physical switch mechanism? Try resoldering the connection points?
• Lamps lighting when they should not be
As a note, with a previous owner, this TZ was upgraded with LEDs on the PF, flashers, and backbox.
I noticed that during gameplay, the little yellow light next to the slot machine (lamp 85) would flicker, and turn off/on randomly. Same type of behavior with the red lamp on the Right Lane Gumball sign (lamp 86). I reseated the LED lamp bulbs, lifter the PF, checked connection, and could not see anything obvious. So I thought I’d map out the lamp matrix and see which lamp(s) come on when, and seek advice on how to proceed.
When performing the T.8 ‘Single Lamp’ test, I noticed that when going through each individual lamp to test (there’s a lot), that some specific lamps would light up when it was NOT their turn and they were not supposed to light. I found it interesting that lamp 85 seemed to be almost always lit, and some of the patterns of which lamps are lit when some other lamp is selected. What does this mean? Why does lamp 55 light up when other lamps in the 50’s are selected? Why does lamp 62 light up when some lamps in the 60’s are selected? And why, when any of the lamps in the 80’s are selected, that only that specific lamp lights up but nothing else (which is the expected behavior)?
My findings are attached below as a JPEG picture. I used the original lamp matrix table as a template. It can be assumed that when the specific lamp was selected, it would light up, and holds true for all. The additional lamps that would light when not selected are notated in bold at the bottom of the cell. RR stands for the Robby the Robot mod installed over the Left Ramp entrance.
• Lower Right Flipper Coil ‘hold’ failing
One of the things the previous owner confirmed were the fairly new lower flippers. Figuring I’m running through test menus, why not test the flippers.
When in test menu T.12 “Flipper Coil”, the Lower Right Flipper displays the expected flip action on Test 01, but when performing the ‘Hold” test 02, it displays a very weak pulse. Comparing the expected action with that of the Lower Left Flipper, I sense that there is some type of underlying issue. During gameplay, I really don’t notice an issue as I am able to cradle hold the ball on the Lower Right Flipper, but during the test, the “Hold” test causes a very slight pulse, and does not move the flipper into the “hold the ball in cradle” position.
Any suggestions on what to check for and look into for diagnosing?
I appreciate the time it took for you to read the above novel, and any suggestions or known fixes some of you may know or have experienced.
Let me know if any additional information is needed, or pics to give a visual.
Thanks,
Drew